[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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greypanther
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Post by greypanther »

Regarding SETA, yes reduce it to 6X max. :D
I always felt the stock exchanges were a bit too much like work.
dreamer2008
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Post by dreamer2008 »

I notice some weird behavior in my game. I think there is some sort of bug or small incompatibility with the NPC Bailing Script.

I started with Humble Merchant Start, and when capturing a ship that was abandoned by a pirate for example, an argon military colossus immediately becomes hostile. This has happened a few times in President's End, haven't had the chance to try in other sectors. Its weird, that only that one colossus becomes hostile and attacks.

If I go through the gate and come back the colossus becomes friendly again. Or once it appeared hostile (with red) when looking at it, but not on the map, and it didn't attack.

I remember that I installed NPC Bailing in the past with XRM but on a TC install, and I didn't have these problems. Any idea why they exist now?
calvhugs
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Post by calvhugs »

Is there not something I can do to increase the FPS during SETA? It seems a great shame that everything is so juddery when zipping from place to place. Would removing the better backgrounds improve it?
Master of the Blade
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Post by Master of the Blade »

No - what SETA does is make the game try to fit everything that happens in 10/8/6 seconds into one second, meaning your computer is running every script that many times faster, which causes performance issues more or less regardless of your processor.
Allergic to work.

If at first you don't succeed, delegate the job to a minion.
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mr.WHO
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Post by mr.WHO »

Hey Paul, there is a one thing that bothers me - Teladi Frigates - Geocheon, Talon and Raven.

First two are light frigates while the last is heavy frigate. I don't understand why Teladi need two light frigates when they lack light destroyer?

I mean Raven could be much better in light M2 role, while Talon should be heavy frigate (both role are comparable with Cadius initial vision for those ships).

Talon as light frigate sux badly - it theory it should be fater and better armed that Geocheon. Unfortunately it fail in both parameters. It's barely faster than Geocheon (like 7 m/s). It has bit better anti-M7/M6 waepons, but it's anti-fighter mounts are non existant (EBC is a mega fail as AA weapon).
Add to it 3 GJ shielding (which is totally against Teladi doctrine) comparing to Geocheon 5 GJ.

To sum up - not faster than light frigate, not better AA than light frigate and not shileded enough to go against nything bigger than M6.

there is no need for two light frigates, especially when one sux much in comparison.
calvhugs
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Post by calvhugs »

Master of the Blade wrote:No - what SETA does is make the game try to fit everything that happens in 10/8/6 seconds into one second, meaning your computer is running every script that many times faster, which causes performance issues more or less regardless of your processor.
Fair enough but ive noticed that the game before the mod was using around 17% of my 580 but with the mod it's bearly using 8%. I have an i7 2600k and it should be more than enough.....

I'm guessing that the stocks are a little messy due to the mod making the AI buy and sell different stuff that I would normally invest in. Shame really as the stock market is the best way to make a quick 20mill in the early game.
CannibalCrow
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Post by CannibalCrow »

paulwheeler wrote:@ CannibalCrow

Ah - what you are seeing is normal. The vanilla engines have been left on most ships, but as they are fixed to the ship, they do this when you make a sharp turn.

The only fix is to remove the vanilla engine effects. Im not sure theres a simple way of doing this though - it means editing every single fighter scene file.

It is annoying though so I may look into a way around it.
Really..? Odd. If I recall correctly, playing on my old TC playthrough, I'm pretty sure most of the ships I flew didn't have both.. In fact, I'm nearly positive, because I definitely would have noticed this sooner. Huh.
zhukov032186
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Post by zhukov032186 »

mr.WHO wrote:Hey Paul, there is a one thing that bothers me - Teladi Frigates - Geocheon, Talon and Raven.

First two are light frigates while the last is heavy frigate. I don't understand why Teladi need two light frigates when they lack light destroyer?

I mean Raven could be much better in light M2 role, while Talon should be heavy frigate (both role are comparable with Cadius initial vision for those ships).

Talon as light frigate sux badly - it theory it should be fater and better armed that Geocheon. Unfortunately it fail in both parameters. It's barely faster than Geocheon (like 7 m/s). It has bit better anti-M7/M6 waepons, but it's anti-fighter mounts are non existant (EBC is a mega fail as AA weapon).
Add to it 3 GJ shielding (which is totally against Teladi doctrine) comparing to Geocheon 5 GJ.

To sum up - not faster than light frigate, not better AA than light frigate and not shileded enough to go against nything bigger than M6.

there is no need for two light frigates, especially when one sux much in comparison.

I used a Talon quite a bit, it's my favorite Teladi ship. Its firepower is all heavily concentrated in the forward gun on the nose. It's almost exclusively a "support" ship that provides long range fire support for other ships. Using it as anything else than a convoy raider or "artillery" is unwise, but it doesn't "suck".

Geochen is just exclusively an anti-fighter frigate. It fails when used as anything else.

What difference does them not having a light destroyer make? The races don't all have to have carbon copy cookie cutter variants of each other's ships. Teladi have a lot of frigates, which makes sense in a way because they are supposed to be so "mercantile". They make good armed freighters, and are available for pirates, so it provides a lot of flexibility when building a pirate fleet, Teladi ships have something for every occasion!

I don't think it needs to be changed.

For the Talon, I put an IBL (the pirate heavy cannon) on the front and mostly flak turrets on the other spots. It worked just fine for me unless I got swarmed by 10 or 15 fighters.
Scoob
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Post by Scoob »

Hi Paul,

I have a Boron Hammerhead and it's Laser Energy is always showing as 0% (ZERO) MARS does fire the weapons, however issuing any attack command is ignored by the ship, also OOS, it does not defend its self and cannot attack anything.

Is this a glitch from upgrading to 1.24 from 1.23? I only started this particular game in 1.23...

Note: Lasers ARE of course installed, I did this manually and MARS swaps them around as you'd expect.

Cheers,

Scoob.
Troubleshooter11
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Post by Troubleshooter11 »

Just noticed the Verdandi Sentinel for the first time. Beautiful fighter, i love it! I might use it as my standard carrier based fighter alongside the also beautiful Norns M3B bomber.

Though i have to say the typical USC 'sticks' that come out of the nose and above/below the engine 'intakes' looks horribly out of place! The entire craft has ATF textures and surfaces, then it's like someone superglued a few spare USC parts on it. :(
paulwheeler
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Post by paulwheeler »

Scoob wrote:Hi Paul,

I have a Boron Hammerhead and it's Laser Energy is always showing as 0% (ZERO) MARS does fire the weapons, however issuing any attack command is ignored by the ship, also OOS, it does not defend its self and cannot attack anything.

Is this a glitch from upgrading to 1.24 from 1.23? I only started this particular game in 1.23...

Note: Lasers ARE of course installed, I did this manually and MARS swaps them around as you'd expect.

Cheers,

Scoob.
That shouldnt be happening. Try cloning it.
paulwheeler
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Post by paulwheeler »

CannibalCrow wrote:
paulwheeler wrote:@ CannibalCrow

Ah - what you are seeing is normal. The vanilla engines have been left on most ships, but as they are fixed to the ship, they do this when you make a sharp turn.

The only fix is to remove the vanilla engine effects. Im not sure theres a simple way of doing this though - it means editing every single fighter scene file.

It is annoying though so I may look into a way around it.
Really..? Odd. If I recall correctly, playing on my old TC playthrough, I'm pretty sure most of the ships I flew didn't have both.. In fact, I'm nearly positive, because I definitely would have noticed this sooner. Huh.
You dont notice it on most ships as the vanilla effects are mostly short. The Boron effects are longer so its a bit longer.
paulwheeler
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Post by paulwheeler »

dreamer2008 wrote:I notice some weird behavior in my game. I think there is some sort of bug or small incompatibility with the NPC Bailing Script.

I started with Humble Merchant Start, and when capturing a ship that was abandoned by a pirate for example, an argon military colossus immediately becomes hostile. This has happened a few times in President's End, haven't had the chance to try in other sectors. Its weird, that only that one colossus becomes hostile and attacks.

If I go through the gate and come back the colossus becomes friendly again. Or once it appeared hostile (with red) when looking at it, but not on the map, and it didn't attack.

I remember that I installed NPC Bailing in the past with XRM but on a TC install, and I didn't have these problems. Any idea why they exist now?
I use NPC bailing myself and never had issues like this. Id try reinstalling it. When a pilot bails, the script should clear any running tasks or hostile relations.
DrwHem
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Post by DrwHem »

in the mod description it says all weapons can be manufactured. where do i buy a gamma pulse emitter forge?
Osiris454
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Post by Osiris454 »

paulwheeler wrote:
Alkeena wrote:Oh, also, how are fighter drones kitted out? I tried upping the cargo/ware size of the keris to try and have them auto-outfitted with emp/shields again, and even tried to change the weapon compatibility to experimental empcs (repeater=incompatible) to force the issue; but they still just spawned with a repeater (in the hold w/ the changed compatibility).

Just for my own personal purposes I'd like to boost kerises back to something resembling their former glory (perhaps at the cost of greater cargo space or something). Right now, with just a repeater, they're even less useful than mk1 fighter drones given their abysmal speed...
The repeater does similar damage to the PAC so the Keris should be superior to the IRE armed Mk1. IMO, a Keris armed with EMPC is overpowered for a drone.

The loadout for drones is set via warelists.
Can you please tell me where in the Warelists? Under tShips is said warelist 89, but that only lists the 2 preinstalled Fight software. Is there any other area?
Osiris454
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Post by Osiris454 »

DrwHem wrote:in the mod description it says all weapons can be manufactured. where do i buy a gamma pulse emitter forge?
You don't. Kha'ak and Xenon weapons cannot be manufactured. You can acquire them through bailing, capping, and checking trading stations for trade deals.
DrwHem
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Post by DrwHem »

is there a wiki for this mod with weapons stats, locations ect? im trying to figure out what the best weapons would be for each type of my ships
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OOZ662
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Post by OOZ662 »

The Shard seems to be missing weapon turrets; there are flat round spots that look like a mount, but bullets just magically spawn from them with no turret or barrel.
The Spitfyre has two gun barrels that hang around when no guns are fitted.
calvhugs wrote:Fair enough but ive noticed that the game before the mod was using around 17% of my 580 but with the mod it's bearly using 8%. I have an i7 2600k and it should be more than enough.....

I'm guessing that the stocks are a little messy due to the mod making the AI buy and sell different stuff that I would normally invest in. Shame really as the stock market is the best way to make a quick 20mill in the early game.
Things are more complicated than "throw more CPU at it." Bus width and RAM read-write among other things.
DrwHem wrote:is there a wiki for this mod with weapons stats, locations ect? im trying to figure out what the best weapons would be for each type of my ships
There's a (somewhat clunky) list of ship and weapon stats in the OP just below the .cat/.dat download links. As for finding where they're available, install and use Scorp's Map. The TC version works fine in AP, but of course the log0001.txt file is written to AP's save folder instead of TCs.
0o0o0
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Post by 0o0o0 »

I think I am doing the M3 bombers wrong . . . they are Quasars and launch from my carrier with orders to attack my target (via Anarkis Defense) and their turrets are each set with mars offense on the PRG turrets and "Attack my target" on the missile turret. They are full of missiles but don't fire any. What am I doing wrong? Is it the ADS script?

on a slightly similar note - my M7Ms don't fire on structures. I would like for them to unload on a Phanon corp HQ every now and then. They are not using ADS. Does Medusa work with XRM? It was fantastic back in the days before XRM. But XRM is just to awesome not to use. . . .
dreamer2008
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Post by dreamer2008 »

paulwheeler wrote: I use NPC bailing myself and never had issues like this. Id try reinstalling it. When a pilot bails, the script should clear any running tasks or hostile relations.
I reinstalled the script and its the same problem, with the same military colossus. Maybe there is conflict with some other script, from the AP bonus pack, or salvage command, or FDN.

Oh well, I guess I will avoid claiming ships in the future :( . Or maybe I'm lucky and its a problem with that only military colossus.

Thanks for the reply anyway.

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